diff options
Diffstat (limited to 'modules/gltf/gltf_state.cpp')
-rw-r--r-- | modules/gltf/gltf_state.cpp | 236 |
1 files changed, 141 insertions, 95 deletions
diff --git a/modules/gltf/gltf_state.cpp b/modules/gltf/gltf_state.cpp index 989fa476c2..252453dfc2 100644 --- a/modules/gltf/gltf_state.cpp +++ b/modules/gltf/gltf_state.cpp @@ -1,36 +1,39 @@ -/*************************************************************************/ -/* gltf_state.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ -/* */ -/* Permission is hereby granted, free of charge, to any person obtaining */ -/* a copy of this software and associated documentation files (the */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ +/**************************************************************************/ +/* gltf_state.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ #include "gltf_state.h" +#include "gltf_template_convert.h" + void GLTFState::_bind_methods() { + ClassDB::bind_method(D_METHOD("add_used_extension", "extension_name", "required"), &GLTFState::add_used_extension); ClassDB::bind_method(D_METHOD("get_json"), &GLTFState::get_json); ClassDB::bind_method(D_METHOD("set_json", "json"), &GLTFState::set_json); ClassDB::bind_method(D_METHOD("get_major_version"), &GLTFState::get_major_version); @@ -63,6 +66,8 @@ void GLTFState::_bind_methods() { ClassDB::bind_method(D_METHOD("set_root_nodes", "root_nodes"), &GLTFState::set_root_nodes); ClassDB::bind_method(D_METHOD("get_textures"), &GLTFState::get_textures); ClassDB::bind_method(D_METHOD("set_textures", "textures"), &GLTFState::set_textures); + ClassDB::bind_method(D_METHOD("get_texture_samplers"), &GLTFState::get_texture_samplers); + ClassDB::bind_method(D_METHOD("set_texture_samplers", "texture_samplers"), &GLTFState::set_texture_samplers); ClassDB::bind_method(D_METHOD("get_images"), &GLTFState::get_images); ClassDB::bind_method(D_METHOD("set_images", "images"), &GLTFState::set_images); ClassDB::bind_method(D_METHOD("get_skins"), &GLTFState::get_skins); @@ -79,9 +84,13 @@ void GLTFState::_bind_methods() { ClassDB::bind_method(D_METHOD("set_skeletons", "skeletons"), &GLTFState::set_skeletons); ClassDB::bind_method(D_METHOD("get_skeleton_to_node"), &GLTFState::get_skeleton_to_node); ClassDB::bind_method(D_METHOD("set_skeleton_to_node", "skeleton_to_node"), &GLTFState::set_skeleton_to_node); + ClassDB::bind_method(D_METHOD("get_create_animations"), &GLTFState::get_create_animations); + ClassDB::bind_method(D_METHOD("set_create_animations", "create_animations"), &GLTFState::set_create_animations); ClassDB::bind_method(D_METHOD("get_animations"), &GLTFState::get_animations); ClassDB::bind_method(D_METHOD("set_animations", "animations"), &GLTFState::set_animations); ClassDB::bind_method(D_METHOD("get_scene_node", "idx"), &GLTFState::get_scene_node); + ClassDB::bind_method(D_METHOD("get_additional_data", "extension_name"), &GLTFState::get_additional_data); + ClassDB::bind_method(D_METHOD("set_additional_data", "extension_name", "additional_data"), &GLTFState::set_additional_data); ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "json"), "set_json", "get_json"); // Dictionary ADD_PROPERTY(PropertyInfo(Variant::INT, "major_version"), "set_major_version", "get_major_version"); // int @@ -98,6 +107,7 @@ void GLTFState::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::STRING, "base_path"), "set_base_path", "get_base_path"); // String ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "root_nodes"), "set_root_nodes", "get_root_nodes"); // Vector<int> ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "textures", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_textures", "get_textures"); // Vector<Ref<GLTFTexture>> + ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "texture_samplers", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_texture_samplers", "get_texture_samplers"); //Vector<Ref<GLTFTextureSampler>> ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "images", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_images", "get_images"); // Vector<Ref<Texture> ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "skins", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_skins", "get_skins"); // Vector<Ref<GLTFSkin>> ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "cameras", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_cameras", "get_cameras"); // Vector<Ref<GLTFCamera>> @@ -106,9 +116,21 @@ void GLTFState::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "unique_animation_names", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_unique_animation_names", "get_unique_animation_names"); // Set<String> ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "skeletons", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_skeletons", "get_skeletons"); // Vector<Ref<GLTFSkeleton>> ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "skeleton_to_node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_skeleton_to_node", "get_skeleton_to_node"); // RBMap<GLTFSkeletonIndex, + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "create_animations"), "set_create_animations", "get_create_animations"); // bool ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "animations", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_animations", "get_animations"); // Vector<Ref<GLTFAnimation>> } +void GLTFState::add_used_extension(const String &p_extension_name, bool p_required) { + if (!extensions_used.has(p_extension_name)) { + extensions_used.push_back(p_extension_name); + } + if (p_required) { + if (!extensions_required.has(p_extension_name)) { + extensions_required.push_back(p_extension_name); + } + } +} + Dictionary GLTFState::get_json() { return json; } @@ -149,52 +171,52 @@ void GLTFState::set_use_named_skin_binds(bool p_use_named_skin_binds) { use_named_skin_binds = p_use_named_skin_binds; } -Array GLTFState::get_nodes() { - return GLTFDocument::to_array(nodes); +TypedArray<GLTFNode> GLTFState::get_nodes() { + return GLTFTemplateConvert::to_array(nodes); } -void GLTFState::set_nodes(Array p_nodes) { - GLTFDocument::set_from_array(nodes, p_nodes); +void GLTFState::set_nodes(TypedArray<GLTFNode> p_nodes) { + GLTFTemplateConvert::set_from_array(nodes, p_nodes); } -Array GLTFState::get_buffers() { - return GLTFDocument::to_array(buffers); +TypedArray<PackedByteArray> GLTFState::get_buffers() { + return GLTFTemplateConvert::to_array(buffers); } -void GLTFState::set_buffers(Array p_buffers) { - GLTFDocument::set_from_array(buffers, p_buffers); +void GLTFState::set_buffers(TypedArray<PackedByteArray> p_buffers) { + GLTFTemplateConvert::set_from_array(buffers, p_buffers); } -Array GLTFState::get_buffer_views() { - return GLTFDocument::to_array(buffer_views); +TypedArray<GLTFBufferView> GLTFState::get_buffer_views() { + return GLTFTemplateConvert::to_array(buffer_views); } -void GLTFState::set_buffer_views(Array p_buffer_views) { - GLTFDocument::set_from_array(buffer_views, p_buffer_views); +void GLTFState::set_buffer_views(TypedArray<GLTFBufferView> p_buffer_views) { + GLTFTemplateConvert::set_from_array(buffer_views, p_buffer_views); } -Array GLTFState::get_accessors() { - return GLTFDocument::to_array(accessors); +TypedArray<GLTFAccessor> GLTFState::get_accessors() { + return GLTFTemplateConvert::to_array(accessors); } -void GLTFState::set_accessors(Array p_accessors) { - GLTFDocument::set_from_array(accessors, p_accessors); +void GLTFState::set_accessors(TypedArray<GLTFAccessor> p_accessors) { + GLTFTemplateConvert::set_from_array(accessors, p_accessors); } -Array GLTFState::get_meshes() { - return GLTFDocument::to_array(meshes); +TypedArray<GLTFMesh> GLTFState::get_meshes() { + return GLTFTemplateConvert::to_array(meshes); } -void GLTFState::set_meshes(Array p_meshes) { - GLTFDocument::set_from_array(meshes, p_meshes); +void GLTFState::set_meshes(TypedArray<GLTFMesh> p_meshes) { + GLTFTemplateConvert::set_from_array(meshes, p_meshes); } -Array GLTFState::get_materials() { - return GLTFDocument::to_array(materials); +TypedArray<Material> GLTFState::get_materials() { + return GLTFTemplateConvert::to_array(materials); } -void GLTFState::set_materials(Array p_materials) { - GLTFDocument::set_from_array(materials, p_materials); +void GLTFState::set_materials(TypedArray<Material> p_materials) { + GLTFTemplateConvert::set_from_array(materials, p_materials); } String GLTFState::get_scene_name() { @@ -205,92 +227,108 @@ void GLTFState::set_scene_name(String p_scene_name) { scene_name = p_scene_name; } -Array GLTFState::get_root_nodes() { - return GLTFDocument::to_array(root_nodes); +PackedInt32Array GLTFState::get_root_nodes() { + return root_nodes; +} + +void GLTFState::set_root_nodes(PackedInt32Array p_root_nodes) { + root_nodes = p_root_nodes; +} + +TypedArray<GLTFTexture> GLTFState::get_textures() { + return GLTFTemplateConvert::to_array(textures); } -void GLTFState::set_root_nodes(Array p_root_nodes) { - GLTFDocument::set_from_array(root_nodes, p_root_nodes); +void GLTFState::set_textures(TypedArray<GLTFTexture> p_textures) { + GLTFTemplateConvert::set_from_array(textures, p_textures); } -Array GLTFState::get_textures() { - return GLTFDocument::to_array(textures); +TypedArray<GLTFTextureSampler> GLTFState::get_texture_samplers() { + return GLTFTemplateConvert::to_array(texture_samplers); } -void GLTFState::set_textures(Array p_textures) { - GLTFDocument::set_from_array(textures, p_textures); +void GLTFState::set_texture_samplers(TypedArray<GLTFTextureSampler> p_texture_samplers) { + GLTFTemplateConvert::set_from_array(texture_samplers, p_texture_samplers); } -Array GLTFState::get_images() { - return GLTFDocument::to_array(images); +TypedArray<Texture2D> GLTFState::get_images() { + return GLTFTemplateConvert::to_array(images); } -void GLTFState::set_images(Array p_images) { - GLTFDocument::set_from_array(images, p_images); +void GLTFState::set_images(TypedArray<Texture2D> p_images) { + GLTFTemplateConvert::set_from_array(images, p_images); } -Array GLTFState::get_skins() { - return GLTFDocument::to_array(skins); +TypedArray<GLTFSkin> GLTFState::get_skins() { + return GLTFTemplateConvert::to_array(skins); } -void GLTFState::set_skins(Array p_skins) { - GLTFDocument::set_from_array(skins, p_skins); +void GLTFState::set_skins(TypedArray<GLTFSkin> p_skins) { + GLTFTemplateConvert::set_from_array(skins, p_skins); } -Array GLTFState::get_cameras() { - return GLTFDocument::to_array(cameras); +TypedArray<GLTFCamera> GLTFState::get_cameras() { + return GLTFTemplateConvert::to_array(cameras); } -void GLTFState::set_cameras(Array p_cameras) { - GLTFDocument::set_from_array(cameras, p_cameras); +void GLTFState::set_cameras(TypedArray<GLTFCamera> p_cameras) { + GLTFTemplateConvert::set_from_array(cameras, p_cameras); } -Array GLTFState::get_lights() { - return GLTFDocument::to_array(lights); +TypedArray<GLTFLight> GLTFState::get_lights() { + return GLTFTemplateConvert::to_array(lights); } -void GLTFState::set_lights(Array p_lights) { - GLTFDocument::set_from_array(lights, p_lights); +void GLTFState::set_lights(TypedArray<GLTFLight> p_lights) { + GLTFTemplateConvert::set_from_array(lights, p_lights); } -Array GLTFState::get_unique_names() { - return GLTFDocument::to_array(unique_names); +TypedArray<String> GLTFState::get_unique_names() { + return GLTFTemplateConvert::to_array(unique_names); } -void GLTFState::set_unique_names(Array p_unique_names) { - GLTFDocument::set_from_array(unique_names, p_unique_names); +void GLTFState::set_unique_names(TypedArray<String> p_unique_names) { + GLTFTemplateConvert::set_from_array(unique_names, p_unique_names); } -Array GLTFState::get_unique_animation_names() { - return GLTFDocument::to_array(unique_animation_names); +TypedArray<String> GLTFState::get_unique_animation_names() { + return GLTFTemplateConvert::to_array(unique_animation_names); } -void GLTFState::set_unique_animation_names(Array p_unique_animation_names) { - GLTFDocument::set_from_array(unique_animation_names, p_unique_animation_names); +void GLTFState::set_unique_animation_names(TypedArray<String> p_unique_animation_names) { + GLTFTemplateConvert::set_from_array(unique_animation_names, p_unique_animation_names); } -Array GLTFState::get_skeletons() { - return GLTFDocument::to_array(skeletons); +TypedArray<GLTFSkeleton> GLTFState::get_skeletons() { + return GLTFTemplateConvert::to_array(skeletons); } -void GLTFState::set_skeletons(Array p_skeletons) { - GLTFDocument::set_from_array(skeletons, p_skeletons); +void GLTFState::set_skeletons(TypedArray<GLTFSkeleton> p_skeletons) { + GLTFTemplateConvert::set_from_array(skeletons, p_skeletons); } Dictionary GLTFState::get_skeleton_to_node() { - return GLTFDocument::to_dict(skeleton_to_node); + return GLTFTemplateConvert::to_dict(skeleton_to_node); } void GLTFState::set_skeleton_to_node(Dictionary p_skeleton_to_node) { - GLTFDocument::set_from_dict(skeleton_to_node, p_skeleton_to_node); + GLTFTemplateConvert::set_from_dict(skeleton_to_node, p_skeleton_to_node); } -Array GLTFState::get_animations() { - return GLTFDocument::to_array(animations); +bool GLTFState::get_create_animations() { + return create_animations; } -void GLTFState::set_animations(Array p_animations) { - GLTFDocument::set_from_array(animations, p_animations); +void GLTFState::set_create_animations(bool p_create_animations) { + create_animations = p_create_animations; +} + +TypedArray<GLTFAnimation> GLTFState::get_animations() { + return GLTFTemplateConvert::to_array(animations); +} + +void GLTFState::set_animations(TypedArray<GLTFAnimation> p_animations) { + GLTFTemplateConvert::set_from_array(animations, p_animations); } Node *GLTFState::get_scene_node(GLTFNodeIndex idx) { @@ -324,3 +362,11 @@ String GLTFState::get_base_path() { void GLTFState::set_base_path(String p_base_path) { base_path = p_base_path; } + +Variant GLTFState::get_additional_data(const StringName &p_extension_name) { + return additional_data[p_extension_name]; +} + +void GLTFState::set_additional_data(const StringName &p_extension_name, Variant p_additional_data) { + additional_data[p_extension_name] = p_additional_data; +} |